
7
Researching a Level II / III Technology (e.g., BC / Bb )
• First, determine if the Anarchist Faction can research a Technology of the indicated level and type/color. A Technology
slot is eligible if:
• At least 1 of the prerequisite Technologies matches the type/color of the research icon shown on the Action card.
The icon must match the triangle on the right side of at least one of the prerequisite Technology card(s).
• The Anarchist Faction has researched all the necessary prerequisites for that Technology.
• The Anarchist Faction has not previously researched that Technology.
• If there are multiple eligible Technology slots, the Anarchist always chooses an undiscovered Technology first.
If there are further choices, the player chooses.
• If there is already a Technology card on the target slot (i.e., the player already researched it), it does not matter what
type/color that Technology card is. Only the prerequisite type/color matters when considering if it is an eligible
slot. This rule makes it possible to research a non-matching type/color.
• Once an eligible Technology slot is chosen, the Anarchist Faction carries out the research action:
• The Anarchist Faction places a population cube to the left of the chosen Technology slot.
• If the Anarchist Faction is the first to discover the Technology:
Draw and resolve the Event card by executing the Anarchist triggered section (and Guild Tile removal, if instructed).
Reveal cards from the corresponding Technology deck until the first card matching the type/color of the research
icon is found (using the triangles on the left side). Place the card on the Technology slot. Ignore all Technology card
text for the Anarchist Faction, including any immediate bonuses.
• Then, regardless of whether they discovered it, the Anarchist Faction adds a new Action card into their Action
deck:
Take the Anarchist Action card that was initially placed face-down on this Technology slot. You may read this card.
Place the new Action card on top of the current Anarchist Action deck. This new card will be the next Action for
the Anarchist Faction. If you like, you may place the card face-up on top of the deck as a reminder of what is coming
next turn.
If the Anarchist Action deck was empty before adding this new card, do not shuffle the discard pile—create a deck
of 1 card instead.
• Ignore all Technology card text and immediate effects when the Anarchist Faction researches a Technology.
• The Anarchist Faction can never research Level IIII Technologies.
Rule and Card Clarifications
Anti-Immigration Policies (Anarchist Action III), Science Deniers Movement (Anarchist Action III)
• These cards do not prevent free colonization or research through other means. They only prevent Actions where the
main effect is colonization or research of a Level III / IIII Technology.
Hyperspace Blockade (Anarchist Action III)
• The limit applies to the entire turn, not per Jump effect, and it limits any free or bonus Jumps as well. In other words,
the maximum number of Jumps you can take on a turn, for any reason, is 1.
Scientific Schism (Anarchist Action II)
• “Any B”—if the Anarchist Faction chooses an undiscovered, multi-prerequisite Technology slot, the Technology card
that is placed will be the first card drawn that matches any of the 2 prerequisite colors/types.
Systematic Corruption (Anarchist Action III)
• “Any discovered B”—since the Anarchist Faction draws another card at the end of this Action, if a B is
researched, the new Anarchist Action card will be executed right after (without giving the player a chance to react).
Researching a Level II / III Technology (e.g., xC / yb )
• First, determine if the Anarchist Faction can research a Technology of the indicated level and type/color. A Technology
slot is eligible if:
• At least 1 of the prerequisite Technologies matches the type/color of the research icon shown on the Action card.
The icon must match the triangle on the right side of at least one of the prerequisite Technology card(s).
• The Anarchist Faction has researched all the necessary prerequisites for that Technology.
• The Anarchist Faction has not previously researched that Technology.
• If there are multiple eligible Technology slots, the Anarchist always chooses an undiscovered Technology first.
If there are further choices, the player chooses.
• If there is already a Technology card on the target slot (i.e., the player already researched it), it does not matter what
type/color that Technology card is. Only the prerequisite type/color matters when considering if it is an eligible
slot. This rule makes it possible to research a non-matching type/color.
• Once an eligible Technology slot is chosen, the Anarchist Faction carries out the research action:
• The Anarchist Faction places a population cube to the left of the chosen Technology slot.
• If the Anarchist Faction is the first to discover the Technology:
Draw and resolve the Event card by executing the Anarchist triggered section (and Guild Tile removal, if instructed).
Reveal cards from the corresponding Technology deck until the first card matching the type/color of the research
icon is found (using the triangles on the left side). Place the card on the Technology slot. Ignore all Technology card
text for the Anarchist Faction, including any immediate bonuses.
• Then, regardless of whether they discovered it, the Anarchist Faction adds a new Action card into their Action
deck:
Take the Anarchist Action card that was initially placed face-down on this Technology slot. You may read this card.
Place the new Action card on top of the current Anarchist Action deck. This new card will be the next Action for
the Anarchist Faction. If you like, you may place the card face-up on top of the deck as a reminder of what is coming
next turn.
If the Anarchist Action deck was empty before adding this new card, do not shuffle the discard pile—create a deck
of 1 card instead.
• Ignore all Technology card text and immediate effects when the Anarchist Faction researches a Technology.
• The Anarchist Faction can never research Level IIII Technologies.
Rule and Card Clarifications
Anti-Immigration Policies (Anarchist Action III), Science Deniers Movement (Anarchist Action III)
• These cards do not prevent free colonization or research through other means. They only prevent Actions where the
main effect is colonization or research of a Level III / IIII Technology.
Hyperspace Blockade (Anarchist Action III)
• The limit applies to the entire turn, not per Jump effect, and it limits any free or bonus Jumps as well. In other words,
the maximum number of Jumps you can take on a turn, for any reason, is 1.
Scientific Schism (Anarchist Action II)
• “Any x”—if the Anarchist Faction chooses an undiscovered, multi-prerequisite Technology slot, the Technology card
that is placed will be the first card drawn that matches any of the 2 prerequisite colors/types.
Systematic Corruption (Anarchist Action III)
• “Any discovered x”—since the Anarchist Faction draws another card at the end of this Action, if a x is
researched, the new Anarchist Action card will be executed right after (without giving the player a chance to react).